Development Cycle Archive
Thread: ID#2: Two Changes to Bazaars and Vendors
LordMalice
Think about the possibilities of an open auction with possibly expanded slots for merchants. A true commodities market where the prices represent the value and abundance of the resource or good sold. This would actually create a great deal of what is sorely lacking in the SWG economy, competition.
Hello inflation, here we come!
This has got to be THE lamest attempt to make a worthless profession viable that I have ever seen.
Do the developers even know how you create monopolies? You drive the independant businesses into the ground, which is what this is going to do. I craft so I have money to PLAY THE GAME! That's the idea the DEVs don't get. THIS IS A FREAKIN' GAME. If I wanted to be taught Economics I go back to college.
This is not a real life simulator, it's a GAME! Most people use games to ESCAPE from real life, NOT TO SIMULATE IT!
The DEVs need to go ahead and admit they screwed up and some professions are just stupid. And the JACKASSES that said "merchant would be a cool elite profession" and "so would chef" should be taken out back and beaten soundly about the head and shoulders with a baseball bat.
I know when I saw Episode I I said "I WANT TO BE WATTO"!
Anyway, people like me will stop crafting, the market prices will rise (do to high demand and less crafters)and finally your player driven economy will crash.
Im a Master Artisan, Architect, Merchant
This 150 cap on Vendors will seriously hurt me as Crafter/Merchant....
Good thing i think.. 6k Money is really not that much and this would give ppls the option to sell more crates on Bazars. Even if someone sells a totaly useless or broken item for 6k it wouldnt hurt that much.
To point 2:
100% agree if this causes technical issues or blows up DBs.... 150 Items on a vendor isenough imo!
Do we have a time frame for the vendor changes? I keep over 150 items on my vendor most of the time. Not exactly sure what I will do with all that stuff if I have to take it off the vendor... And now, I'm afraid to craft much new stuff, for lack of a place to put it...
Any info is appreciated...
Its a good idea to raise the cap on Bazaars to 6k, might even put it higher.
The vendor cap on 150 items is to low, and I agree that 300 items is more the correct nr to impliment.
My opinion:
I think I will like the Bazaar being raised to $6k, but I know for sure I will NOT LIKE having a cap on vendors to 150 items. I am a Master Doctor and Master Architect. I make lots of money off mostly everything I made. I try to have 4-8 of each item(furniture)in my vendor, b/c lots of people want to buy stuff I make but putting a cap on the vendors is just gonna make it where I can only put maybe 1 or 2 of each item and then when someone buys them I am gonna have to waste more time remaking the item to keep my vendor stocked. I don't know about you all but who likes to restock a vendor every 10 mins? I can understand restocking if your vendor is full and people buy it but 150 items isn't FULL! Whats the point in selling resources or anything if there is a cap on vendors?
The bazaar cap: Makes no difference to me what the limit is set to.
The vendor cap: excruciatingly bad idea. I'm a weaponsmith on Naritus. I like to carry a little bit of everything because I get sick of vendors who never actually have any items one them. I typically make around 5 items of each type of regular weapon and then crates of grenades and commando heavy weapons. There are *lots* of items when you do that. I also have a game life besides crafting. I'm a rifleman. I *like* to be able to leave my shop and go shoot stuff. Setting a cap of 150 on my vendor will mean I have to constantly babysit it. I don't know about the rest of you, but I didn't buy the game to acquire another "job". I enjoy the ability to produce weapons that people will use to aid them in their gameplay, but I do not relish the idea of it becoming a constant hassle. Now about the reasons this is proposed...
It causes "technical issues": I have no idea what specifics you mean, but, to be blunt, that's a developer issue and not a game player issue. If players are abusing vendors by placing too many items on a vendor to use as storage, then why don't you bring the maximum price down from 99 bazillion credits? Once the price is low enough to warrant the possibility that someone will actually buy a holocron for the maximum the vendor can sell for, then people won't use them for storage anymore.
People don't "drill through": Again, this is not a business owner issue. It's a customer issue. Why should the vendor be punished because of customer behavior? I'm being a *good* businessman by having a wide selection of items to choose from. If the numbskull customer does not have the mental faculties to click the freaking "next items" button to find what he/she needs, then that's their problem. If you want to make vendors easier to use for the customer, why not make the vendor list items alphabetically across ALL pages. For instance, all items beginning with A-G are listed on page 1, H-P are listed on page 2, etc. Another option would be to fix the filter on the left side of the vendor. If the customer wants grenades, WHY should they have to check BOTH thrown weapons AND factory crates? The game surely has enough knowledge to know the contents of a factory crate and categorize it properly. If the customer doesn't use the filter, again, that's a short-coming of the customer, and their own lack of intelligence will prevent them from getting the good/better item. Don't punish me because the customer is clueless.
They create "monopolies": Ok, I'm completely in the dark about this one. I have no clue what you mean by monopoly nor how a vendor could create one. Unless there is some sort of exploit to cause something nasty with a vendor, I don't see how a monopoly, in the traditional sense, could be created with a vendor. There are multiple weaponsmiths, tailors, droid engineers, armorsmiths, docs, etc. There is no way for another character to enforce a "monopoly" without the consent of other players.
I'm not trying to be rude, but it sounds like you guys are trying to put a quick-and-dirty patch into the game rather than addressing the real, technical issues. When I can walk into a store in real life where there is one shopkeeper and literally at least 1000 items in the store (and the shopkeeper is *not* the business owner), a 150 item limit on in-game vendors is insane. The game is supposed to be fun for the players, and that includes the crafter types. Turning it into a job will definitely aggravate people, including myself. Crafters with vendors will think it's not worth it, drop their businesses and go combat-only. Then you will have REAL monopolies by a very select few guilds.
I cannot stress enough how BAD an idea this is. I honestly would consider *leaving* the game if this were implemented.
Having more vendors with 150 items each won't do anything for your technical issues (people will simply place more vendors) nor will it solve monopolies. Also, it will not make anything easier to find. Database stresses are self-inflicted by the dev team. There is a fine line between immersive and pain-in-the-neck when there are 25 different types of gnort hides - optimizing the diversity of materials may be more productive than trying to force-change player behaviors.
Regardless of how you shake it, resources are either grinding resources (plentiful but junk because of the lame jedi holo silliness forcing players to everything they don't want to) or ultra-rare high-end resources (monopolies due to rarity). The rest of the resources are database weight. Optimize the resource diversity first - don't remove it completely but sort it out some.
Instead of limiting sales items, limit the number of vendors (unpopular for sure) and raise the number cap of items sellable as the merchant progresses the skill tree. This wouldonly work, however,if searches included player merchants (not the map drilldown -80% of those merchantsare empty holo-hunters)and if others could be assigned as additional merchant admins by the merchant owner (actual things that merchants have been asking about). A good search model would better illuminate monopolies and encourage competition for those rarer itemsas well.
Merchant profession needs to be refined though for sure. Either logical step taken is a step forward IMHO. A better step forward would be to optimize the resource diversity first and then look at player behaviors. It should be clear that player behaviors are an indicator of questionable game design elements and not a cause of game design flaws. Let's be crystal clear on that please.